Welcome to this second edition of our Community Talk! In this topic, we share some news and listen to the community's feedback.

New design & CSS

We have installed a new css a few weeks ago. I just wanted to thank /u/Dng52 for his great work.

The direct linking of blogs is now allowed

One big news today. We have decided to allow direct link to blogs and the like!

So if you have a blog or a domain where you host your homebrew content, you can now directly link to the document, or an article with a link to the document.

This does not change our policy about PWYW content. You can only link Pay-What-You-Want submissions in the body of a text submission, or in the comments (e.g., you could post a pdf/image preview from your personal site, and link the PWYW content in the comments).

Beware, we will not be as tolerant of people breaking that rule, than of people forgetting to flair their submission, or not citing their art.

GMBinder Theme!

Just a reminder that 83 (on Discord) designed a nice DoMT/UA theme for GMBinder a few weeks ago. Here is an example. Please feel free to use it!

Mod recruitments

We are always looking for new mods.

The job consists in going through the queue of new submissions, and making sure they do not break the rules. It is mostly janitorial, but with a few mods and a couple of hours per mod, it is a breeze. It is also satisfying to give back to the community through this service.

How to apply

To apply, you need to fulfill the following requirements:

Be active on the sub as a commenter, or as a submitter. A handful of homebrew is enough for us to consider you.

Be respectful of our rules of course and be a good redditor.

If you are on our discord, be a good user there as well.

If you are interested, please shoot me a private message (MarcSharma) on the Discord of Many Things. You indeed need a Discord account to apply, since our moderator channel is on discord.

Reviewers

If you consistently have made good reviews of others' work, are fairly active (average of one long review per week, or two-three shorter ones), you are eligible to a custom reviewer's flair Please contact us!

Gilding best commenters/reviewers

Which reminds me, in the transition of the subreddit ownership, there were some issues with our promise to gild some people for their great contributions to the subreddit. I apologize for being so late, but we have now gilded three commenters/reviewers that were nominated in previous threads by the community:

Or we would gild them a month if reddit hadn't disabled it for now (we can only give a week, and 4 weeks is more expensive than a month as you can guess). But I'm sure it'll be available again in a matter of days! If we forget, remind us /u/WeirdoWhoever and /u/Leuku.

We still have a bit of gold left, and so might gild the best commenters and reviewers again this year. We know it's just a small bonus, but you are the blood of the community, and we thank you very much for your continued participation.

Moderation status

We have continued to go through every single submission to check for the art rule. Although sometimes we have a backlog of multiple days, we still get through in the end.

Relatively often, we have people who breach our no incomplete content rule, or no request rule. Please use either the Discord of Many Things/the sticky for that, or, in certain case, use the appropriate subreddit. If you want to discuss your new campaign, /r/dnd or /r/dndnext would be more appropriate.

Last, we also wanted to be more severe about rule 2 (Be constructive and Civil). While thankfully our community is nice and full of helpful people, we still took about a dozen action in the past two months. Mostly warnings and temporary bans, and one definitive ban (for breaking multiple warnings).

Also, I have banned a few spam/novelty bots, but that's just the usual.

Clean-up/Homebrew Resources

Slowly but surely, we are cleaning up the subreddit resources. With more mods, the process might speed up. I hope that by next month, we will have everything sorted out.

Curated List

If you want your homebrew to be added to the CL, please send a message to the modmail, with a link to your homebrew, and if possible, some quality reviews of it.

The Curated Collection was the old version of the Curated List (previously known as the Master List). We will go through it this month, to add its resources to the Curated List (with the permission of the authors of course).

Welcome to the Arcana Forge! A workshop for works in progress, requests, ideas, inspiration, and more. New to homebrew? Looking for that nudge in the right direction or inspiration to keep going? This is the place for you. Grab a wrench and let's get to work!

Normal sub rules still apply, with he exception that all restrictions on completeness are lifted here. Unfinished homebrew are very welcome in this thread, as are questions about game mechanics and rules and any other interrogative, provided it's about D&D homebrew.

Make a top level comment with your idea and any work you already have on it, and the community can come help it progress (remember, the more you give the more you get when it comes to content and feedback).

Please pay attention to the following tips:

Short questions are more likely to be answered than long ones, so keep background information tight and relevant. TL;DRs are recommended for posts with necessary background. If it can't be contained in a TL;DR, consider posting to the sub proper.

Proofread before you post. Your question won't get ridiculed or ignored that way

Hey everyone. I created a sci-fi reskin of 5e for a short 4 session run I DMed. In essence I wanted to create a sci-fi environment while maintaining the same mechanics, balance, and rule set of 5e. I thought I'd share my world building document outlining the reskin. Might provide some inspiration if you are looking to do your own sci-fi 5e reskin (instead of just playing Traveler or Shadowrun ect.)

Lore Mastery: Revised

Changes made: You only gain expertise to two skills instead of four at 2nd level. Spell secrets can only be used on, “Signature Spells.” You cannot change the damage to Necrotic, Radiant or Force until 10th level. You can only change a save once per long rest instead of short rest. Subsequent saves revert back to the normal save. Alchemical Casting’s damage was kept the same for single targets but for an area of effect spells the damage was reduced to 2d6 instead of 2d10. You may choose Alchemical Casting’s damage type at the cost of overall damage but adds flair and flavor. Alchemical Casting was further explained to reduce confusion. Alchemical Casting’s range increases for a 2nd level spell slot were expanded. Now you can use a 3rd level spell slot on a 5 feet spell to gain 25 additional feet to a total of 30 feet. Revision by:u/AkenxverLC

Original subclass created by Wizards of the Coast.

Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure. Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.

Lore Master

Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Pick two abilities from the list; your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient int hat skill. At 10th level, you gain expertise in the remaining skills that you did not select.

In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

Spell secrets

2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. Whenever you spend a long rest, select a number up to or equal to your Intelligence Modifier + half your Wizard’s Level spells (Minimum one): these are your, “Signature Spells.” Whenever you cast a Signature Spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list excluding radiant, necrotic, and force until 10th level (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it. At 10th level, you gain the ability to change the damage type to necrotic, radiant, and force; having begun to unlock the fundamental powers of the planes. When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another. If the spell that you are augmenting has subsequent saves that save is reverted back to its original save. For example, “Hold Person” (PHB pg. 251) requires a Wisdom saving after the initial saving throw that you augmented. This is because Hold Person requires a Wisdom saving throw and if you changed the save to a Dexterity throw and they failed the initial save they technically would never succeed on the subsequent saves as they would be paralyzed, and paralyzed creatures automatically fail Dexterity saving throws and they would be forced to be paralyzed for a minute. Once you change a saving throw in this way, you can’t do so again until you finish a long rest.

Altering Spells
While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you’re playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks your character can employ. For example, a fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A Charm Person that requires a Constitution save might take the form of a vaporous narcotic that alters the target’s mood.

Alchemical Casting

At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you Expend.

An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against a single target by 2d10 force damage or increase the damage by 1d10 of damage of your choice excluding necrotic, radiant and force until 10th level. If the spell target’s multiple targets the damage is increased by 2d6 force damage or increase the damage by 1d6 of damage of your choice excluding necrotic, radiant and force until 10th level. If the spell can deal damage on more than one turn, it deals this extra damage only on the turn you cast the spell. If the spell has multiple projectiles, this bonus only applies to a single projectile of the spell. No 6d10 + 3d4 + 3 1st level magic missile spells. Sorry.

An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile. If the spell’s range is 5 feet, it is increased to 30 feet. An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.

Prodigious Memory

At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.

Master of Magic

At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. You can’t use this feature again until you finish a long rest.

Sea shanties and curses abound for the ship-going cleric - some would think it hard to be so reverent around such wanton irreverence, and it most certainly is. Sea Clerics are as tough as the sailors themselves. From buoying their companions to hanging like an albatross around the necks of their enemies, they've got what it takes to weather the most horrific storms.

Features:

Moving about on a ship isn't easy - and in such confined quarters, nimbleness is the way to victory.

Anchor your enemies to the spot, and let them drown in their misdeeds.

Much like the Agriculture Domain cleric, this subclass comes from my classical studies background. While the Tempest Domain is a good fit for many sea gods, it lacks a certain something that represents the less stormy aspect of the oceans. Travel, exploration, and freedom are all emblems of the seas.

The main idea here was to make a cleric fit for a pirate ship, without making a deliberate pirate cleric. It's a tough goal - I wanted the nimbleness and climbing of the mariner and swashbuckler, but with some cleric utility as well.

Now, how well did I accomplish that? I'm not sure, to be honest. I like all the features individually, and I don't think anything is overpowered, but I worried that it just isn't enough. The cleric doesn't have too many active abilities, or even features that consistently affect combat. Sure, they've got extra tricks up their sleeve, but not many.

All in all, I like the Agriculture Cleric better but I think this one isn't too bad itself. It could definitely use work though, so... thoughts?

Thanks for reading!

This is a spell I made that allows the wizard some versatility if backed into a corner. I would like some feedback to see if it's balanced, too powerful or not powerful enough or if anything is unclear. Also looking to word things better and look more official as I am trying to write something to publish in the DM's Guild. Thanks!

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Unseen Mage Arm

6th level conjuration

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, Up to 10 minutes

Classes: Sorcerer, Wizard, Warlock

​

This spell causes an invisible, long spectral arm to grow from your back to act as an extra limb. The arm lasts for the duration or until concentration is broken. The arm cannot reach or attack beyond five feet from you. It may hold weapons or objects but if it does it always attacks with a disadvantage. The arms cannot use magic items. It has 30 HP and and 15 AC. It vanishes if its hp reaches zero and lower, or if you cast this spell again.
You can also use your action to control the arm. You can use the arm to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can also attack with the arm as either an action or a reaction. The arm can lift up to 1,000 pounds. At higher levels the lift limit is increased by 1,000 lb. per arm. The arm can act as a shield if used to parry as an action, in which case it gives a +1 to AC.

When you attack with the arm and it is not holding a weapon, make a melee spell attack against the target. You have advantage on the roll if the target cannot see invisible objects. On a hit, the target takes 9d10 bashing damage. If the target reaches zero hp from an attack from the arm, there is a 20% chance that the creature loses its head or one of its limbs.

When you attack with the arm and it is holding a weapon you gain disadvantage and attack as you would with the weapon normally but you use your spellcasting modifier in place of your or dexterity modifier.

The arm can be used to grapple a creature. When grappling with the arm, use your spellcasting modifier in place of your strength modifier for grappling an opponent this way. While this spell is active you may use your spellcasting modifier in place of your strength modifier when making strength saves or strength checks.

The spell ends before the duration if it is dismissed with a free action or if concentration is broken.

At Higher Levels: When you cast this spell using a spell slot of 7th or higher, the spell creates one more arm for each slot above 6th. Each arm may make its own attack or grapple if the caster uses a bonus action each for the additional arm attacks, free action and parry. When making more than one attack with an arm from this spell, perform an intelligence saving throw against a DC of 13 for two arm attacks, DC 16 for three arm attacks and DC 19 for four arm attacks. On a failure, the spell ends and the arms are dismissed before any attack can be made.

I'm going into a game with my brother, and he had an idea to get the classic gladiator style of trident and net to be functional. He asked about modifying the Crossbow Expert feat to cover the use of these weapons, avoiding disadvantage on Net attacks within melee distance, and allowing for a Trident attack as a Bonus Action. What do you guys think? Is this potentially too powerful, or is the inherent weakness of the Trident and Net as weapons enough to balance it out?

Keep in mind, the net is more or less a one time use gimmick. I'm thinking he can probably repair it between battles using rope of some kind, but this isn't something he'll be able to do every turn anyway.

This ring allows the wearer to forgo the somatic components of spells and also has a minor telepathic property that allows the caster to retrieve material components from his person and use them without the use of their hands.

This effect can be used to circumvent effects that hinder casting, such as restrained, or not having the free use of at least one hand. The caster can also still cast spells that do not have verbal components while they are under the effect of Hold Person, or any other spell that incapacitates the body but not the mind. If the user cannot speak due to one of these effects they still cannot cast spells with verbal components.

The band has three charges. Each time the wearer forgoes the somatic component the ring loses one charge. These charges are replenished at dawn.

I enjoy playing sorcerer in 5th edition, but I honestly feel like it's just a different flavor of wizard, mechanically. And sometimes I feel the game would have been better off just combining the two classes.

It occurred to me that I have a very specific view of what a sorcerer is. And that's someone with innate magical power that can bend reality to their whim through instinct and that innate magical power. Another way to label it, would be a kind of magic mutant. So I thought: "what would be a way to create a class that has that flavor?" I have been mulling over the ideas for a while now, but I'm hitting some road blocks and I'd like your input. This is at a purely conceptual level and the initial ideas seem rather ambitious for what already exists in the core game, which might be the cause of the road block.

My idea so far: Essentially, rather than interacting with the typical spell system, I was considering designing a new system entirely that plays into the idea of a "spontaneous caster" as it would look in 5e, as opposed to the current format where essentially everyone can cast in the same fashion. I would like a class that, rather than casts spells from the a predetermined set of spells, can literally craft spells on the fly and "paint" the field with their magic.

Basically, the sorcerer would unlock "spell components" throughout their progression and have the ability to combine them (based on some resource) on the fly to create dynamic results. The more complex the combinations or the more powerful the combinations, the greater cost on the sorcerer. Example: time manipulation component + fire manipulation = a damaging slow spell. Time + Fire + AoE = a multi target version. I probably wouldn't use those specific ideas, but it's just used as an example to explain the idea.

The major hurdle here is how do you simplify that into something intuitive and simple? The idea at it's core can become exceedingly complicated, so the individual components would need to be very obvious in what they do alone and how they combine with other components. When that is understood, then I could proceed to balance the concept and work it into resource systems that are on the level of the wizard, which is what I would use as a guide post.

In addition to that, I thought it might be appropriate to have this class still gain some amount of spells from the actual spell table, but then gaining that spell allows them to unlock the equivalent "component" for use in their arsenal. This could also mean that the resource could still be spell slots for their combination spells. I also have been playing with the idea that the spells combine in the fashion that each spell has a Primary attribute (if it's the focus of the spell) and a Modifying attribute (if it's used to modify something else).

The biggest hurdle here is taking this idea and turning it into something streamlined enough that it doesn't slow down play. Before I consider the progression and design of the class to "fit" in the mold of the game, I need help parsing out how to make the core component something that is not so convoluted that it would be too disconnected from the game.